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Circa

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Posts posted by Circa

  1. Like Lancelot said, it is only for inactive accounts with no purchases, which means accounts that signed up and didn't use it (which is extremely common, we see that here on JKHub too)

    Here's the official page that outlines it:

    https://www.ubisoft.com/en-us/help/account/article/closure-of-inactive-ubisoft-accounts/000079595

    Quote

    Closure of inactive Ubisoft accounts

    Inactive Ubisoft accounts, with no PC purchases or active subscriptions tied to them, may be closed in order to comply with data protection laws after long periods of inactivity.
     
    Accounts tied to an active Ubisoft subscription, or an activated PC game, no matter where it was purchased will not be eligible for deletion.
     
    We may close long-term inactive accounts to maintain our database. You will be notified by email if we begin the process of closing your inactive account.
     
    If your Ubisoft account was flagged as inactive and you would like to keep using it, you can cancel the account closure.
     
    You can find the cancellation link in the Ubisoft email that was sent to the email address attached to you account. If you are unable to locate this email, please check your spam folder.
     
    If you believe you have received an account closure email in error, please contact us.
     
    Please note that in rare instances we may immediately close inactive accounts to comply with local data protection legislation, as part of our Terms of Use. This is only if we have strong reasons to believe that the account in question will remain unused.

     

    So don't worry about it if you actually use your account or have used it in the past.

    Providenci Krajcik likes this
  2. It wouldn't be as simple as changing a line in a file in a pk3, you'd need to make the changes to the game code itself and recompile to use a new .exe file completely. If you aren't familiar with coding at all it may be a bit advanced. If you do, it's recommended to use OpenJK's code as a baseline. Compile instructions are in the readme. Maybe someone can point you to where the exact code is but implementing it for a different weapon will be quite involved.

  3. Like I said, could be too many NPCs too, not just vehicles. By JK2 maps, do you mean a pk3 with jk2 maps converted to work properly with JKA or did you just pop in the jk2 assets?

    Your best bet is to troubleshoot by process of elimination. Take out all pk3s except for assets, and add one by one (or a few at a time) to nail down which pk3 is causing the problem.

    smsdalle likes this
  4. 7 hours ago, smsdalle said:

    Okay guys. So I looked through the pk3's I put in my base folder and it seems none of the have vehicles in them.. and I can't find the swoop.pk3 in my base either, I've googled and can only find a swoop-ultra file from mrwonko.de arent the swoops native to the game? I seem to remember riding one in a single player mission 20years ago.. but I might be mistaken

    They are native to the game in t2_trip, yes. Its possible you just have too many NPCs in general, vehicles are a type of NPC in the limits IIRC. I'd be curious to see your base folder, I would assume you have tons of pk3s of skins and models that probably all have their own NPC file in ext_data.

  5. 19 minutes ago, smsdalle said:

    ahh. okay.. so maby only have one pk3 racing map inside build at a time?

    It depends, does the racing map pk3 add a ton of vehicles? The issue is the amount of vehicles, not the maps themselves. Not sure how familiar you are with pk3 files but you could remove the vehicles .veh files you don't want from the maps if they are included in them.

  6. 11 hours ago, WhiteSaber said:

    Hi, so I downloaded the pk3 file from the link provided and added it in various ways to the specified file above and it still doesn't work. The character is not available in the character menu and still when I save my progress the character is washed out. I tried adding a MENU.str file as well and that still doesn't work.

    Is there anyway to fix this?

    Here's hoping!

    Sorry I didn't look that closely at it since I assumed Cerez had tested before uploading. I just included the missing strings file that is required for SP menu support. I also went ahead and just included all of the original files too so you only need one pk3 for SP. If you click the download link on the main download page it will show two downloads, original and the new SP one.

    By the way, if you wanted to learn for yourself how to edit these things or make your own mods, a good starting place is this tutorial which links to other tutorials on various topics. The tutorial for SP support can be found here and here.

    SomaZ and WhiteSaber like this
  7. 55 minutes ago, Lancelot said:

    Amazing! What's great is that they are moving away from the Skywalker saga to explore a different history of the galaxy. Having a show set in the High Republic era allows much more freedom, as it effectively eliminates the need of adding legacy characters. Star Wars is more than just about Anakin, Vader, clones and Palpatine. Sure, a lot of fans have speculated that Yoda could appear, as he is over 700 years old at the time of the series. But I think that adding a popular character like him would only steal the thunder from the new characters that are introduced in the series. It's their time to shine now.

    Personally, I don't know anything about the High Republic era. But I'm ready to dive into that era with this show.

    The High Republic books have been incredible, if you're a reader I highly recommend diving in there too. But yeah Yoda is around, he was on the council in the books which take place about 100 years before this show (he wasn't grand master yet though), as well as Yaddle, Oppo Rancisis, and Yareal Poof, since their species live that long too. However in the books they are used very sparingly, Yoda has a few scenes here and there but overall is not considered a main character by any means. I think if they show up in this show it will be a council scene or something very small.

    Lancelot likes this
  8. Do you have anything else in your base folder that could be overwriting it? If it works in its own folder that is the only thing I can think of to cause the issue, unless the base folder isn't actually the base folder. Are the assets pk3 files in base? If using OpenJK or JAEnhanced it will actually have 2 base folders that you can try by default (Documents/My Games/)

  9. The biggest question is why bother going above 4k in general? The perceived difference with anything above 4k ingame isn't going to be noticeable unless there is a huge surface that spans an entire map, which isn't the case anywhere in these games. I'd say if you're having issues going that high, stick with 4096 as the max, though I'd say 2048 is plenty for most textures in this game, only a few are stretched in large surfaces to make even 4k worth the size.

    With that said, your progress looks good so far!

    Quovarius and SomaZ like this
  10. On 2/26/2024 at 1:03 PM, edged1g said:

    Download OpenJK for Windows above.

    Extract or copy/paste the contents of the zip file into the Jedi Academy GameData/ folder. For Steam users, by default this will be in C:/Program Files/Steam/steamapps/common/Jedi Academy/GameData.

    Download and install Visual C++ Redistributable 2015 found here. You'll need the x86 version, unless it still gives an error, then try the x64 version as well.

    Run openjk.x86.exe."

    OpenJK is for Jedi Academy, you want OpenJO for Jedi Outcast. You can find it at the same GitHub link you got OpenJK from, though the Windows build might need to be found by clicking "Show all 14 assets"

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